I joined nDreams as a senior character artist right before vertical slice of Ghostbusters: Rise of The Ghost Lord, but the art director was so impressed with my ability to manage, technical knowhow & initiative that I was quickly given more responsibilities & decision making alongside him. When he left a few months later, I was made project lead character artist, leading a team of 3 other mid-level character artists & being the liaison between my team, the game director, animation, tech & game design. I was put in charge of the overall look & feel of the characters, from concept stage to final game engine version for a game optimised to run on a Meta Quest 2, as well as divvying & setting up tasks and helping production with character art planning. This included regular feedback sessions with the team, as well as effective conflict resolution & regular motivation. I led meetings between the game director & other relevant people from each department for gameplay functions related to characters& equipment. I helped out tech animation & rigging to make sure the custom IK rig characters for multiplayer were working smoothly, and helped finding solutions if they weren't.
Aside from leading the team, I was responsible for the creation of some of the characters myself. This included characters which were likenesses of the actors of the Ghostbusters Frozen Empire film.
In addition to this, I set up project character art documentation as well as managed the onboarding for the 2 new character artists who joined the project at a later stage. I regularly sit in interviews as a co-interviewer & helped manage the hiring process for character artists, environment artists & our new art director.
I've been interviewed several times about the team's contribution to the project, including on the film set for the latest Ghostbusters Frozen Empire film in Reading, that you can watch here: https://www.youtube.com/watch?v=nfHb2B7FhyU
Currently working on Unannounced Project for Meta as Senior Character Artist
Former Project Lead Character Artist on Ghostbusters: Rise of the Ghost Lord
Interview on Ghostbusters Frozen Empire filmset: https://www.youtube.com/watch?v=nfHb2B7FhyU
Senior character artist on VR titles for Quest 2/3 & PSVR2
working on multiplayer VR games in UE4, doing art direction, leading artist team, and creating 3d characters using software such as Maya, Zbrush, Substance Painter, Marvelous Designer.
Working on small indie game projects, short term contracts
working on VR puzzle narrative game 'Tin Hearts' for Oculus Rift, made in Unity.
Tasks include character design, modelling, texturing & sculpting of characters & props used in game.
Software used: Photoshop, Zbrush, Unity, Maya, Marvelous Designer, Substance Painter
Bossa Studios published indie first-person puzzle narrative game, made in Unity.
Tasks included modelling, texturing & sculpting of assets, plants & characters used in game, dressing levels,story writing, … Software used: Photoshop, Illustrator, Zbrush, Unity, Maya, Speedtree, Substance Designer